<template>
  <div class="home" ref="containerRef"></div>
</template>

<script lang="ts">
import { defineComponent, ref, onMounted } from "vue";
import * as THREE from "three";
export default defineComponent({
  props: {
    name: String,
  },
  setup(props) {
    const containerRef = ref();
    const draw = () => {
      let scene = new THREE.Scene();
      /**
       * 创建网格模型
       */
      // var geometry = new THREE.SphereGeometry(60, 40, 40); //创建一个球体几何对象
      let geometry = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
      let material = new THREE.MeshLambertMaterial({
        color: 0x0000ff,
      }); //材质对象Material
      let mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh3
      scene.add(mesh); //网格模型添加到场景中
      /**
       * 光源设置
       */
      //点光源
      let point = new THREE.PointLight(0xffffff);
      point.position.set(400, 200, 300); //点光源位置
      scene.add(point); //点光源添加到场景中
      //环境光
      let ambient = new THREE.AmbientLight(0x444444);
      scene.add(ambient);
      let axisHeler = new THREE.AxesHelper();
      scene.add(axisHeler)
      // console.log(scene)
      // console.log(scene.children)
      /**
       * 相机设置
       */
      let width = window.innerWidth; //窗口宽度
      let height = window.innerHeight; //窗口高度
      let k = width / height; //窗口宽高比
      let s = 200; //三维场景显示范围控制系数，系数越大，显示的范围越大
      //创建相机对象
      let camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
      camera.position.set(200, 300, 200); //设置相机位置
      camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
      /**
       * 创建渲染器对象
       */
      let renderer = new THREE.WebGLRenderer();
      renderer.setSize(width, height - 91); //设置渲染区域尺寸
      renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
      containerRef.value.appendChild(renderer.domElement); //body元素中插入canvas对象
      //执行渲染操作   指定场景、相机作为参数
      renderer.render(scene, camera)
    };
    onMounted(() => {
      draw();
    });
    return { containerRef };
  },
});
</script>
